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Some progress with H2D

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KHearts

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School's kicking my butt this quarter. Yet int the past few weeks, my engine/game has completed some major milestones which I have been trying to battle with almost since the beginning of the engine. I now introduce to you, the improved Hexagon Engine (in youtube video format :P)

Some things that have changed includes the item system. I wasn't entirely sure how to implement this at first, but when one has a paper and pencil near by, magical things happen! I constantly have to remind myself that devving doesn't always have to take place upon my IDE. Excruciatingly detailed logic can be, sometimes, easily simplified with the most primitive tools. Basically, what I've introduced was a factory class that handles Items across the entire game, whether it be for quests or transactions between two entities...Another aspect I included recently involves Quests. Amongst many of the problems that regarded my engine, this system was definitely the one where I had to seek personal help from a friend in order to figure out how this could be done with the language I am using (C++ by the way). This is also explained in my video.

There are also a few more smaller new things that I included and improved on. Most importantly, I had tons of fun working on this. I spent a lot of my time in the day working on this even up until 3AM when I had 9AM classes the next day. It's also bad since this week I have two big midterms...but my GPA can wait... :P

Now, I bring to you, the second video of the series!

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